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Grand Theft Auto V

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DLC & Multiplayer

Differences & Oddities

Horses

To do:
There should be more left-over.

Horses were meant to be rideable by the player and they were supposed to spawn in free-roam similar to other wildlife. Due to the main game mission involving horses, known as The Sharmoota Job getting cut, horses ended up being left out of the game too.

Hit Horse With Car Dialogue#

Michael, Franklin and Trevor each have 2 audio files (titled VEHICLE_COLLIDE_HORSE_01 and VEHICLE_COLLIDE_HORSE_02) containing unused dialogue related to them hitting a horse with a vehicle.

Because horses were cut during development, these dialogues are never heard in game.

Filename

Clip

Subtitle

MICHAEL_VEHICLE_COLLIDE_HORSE_01

Uh, you're headin' to the glue factory.

MICHAEL_VEHICLE_COLLIDE_HORSE_02

Somebody shoot him.

TREVOR_VEHICLE_COLLIDE_HORSE_01

Oh... Sorry, horsie!

TREVOR_VEHICLE_COLLIDE_HORSE_02

Your galloping days are over, my friend.

FRANKLIN_VEHICLE_COLLIDE_HORSE_01

Man, sorry, horse.

FRANKLIN_VEHICLE_COLLIDE_HORSE_02

My bad, pony.

Michael Speech Location: x64\audio\sfx\S_MISC.rpf\michael_3_normal.awc

Franklin Speech Location: x64\audio\sfx\S_MISC.rpf\franklin_3_normal.awc

Trevor Speech Location: x64\audio\sfx\S_MISC.rpf\trevor_3_normal.awc

Horse Sounds#

There are horse sounds leftover from The Sharmoota Job, a cut heist.

0x03B84148

0x010C3BE1

0x12CA9F5E

0x1601A5DB

Location: x64\audio\sfx\STREAMED_AMBIENCE.rpf\sharmoota_horse.awc

animals_far#

The folder with the audio containers with the far-distance sounds for the animals.

horse_far.awc
As also shown by other assets, the game originally had horses, and this completely unused audio container has the far-distance sounds for this cut animal.

Filename

Audio

0x0A74D994

0x0B275AF7

0x0D0A9219

0x0FFBA4A1

0x01AFC809

0x1D3F7F29

0x1E76B4EF

0x1EA401F2

0x08BF497F

0x13C3DF89

0x136E6B86

0x176C26D9

0x1420A044

0x02077C10

0x072012EB

PAIN_DEATH_01

PAIN_DEATH_02

PAIN_DEATH_03

PAIN_DEATH_04

PAIN_DEATH_05

PAIN_DEATH_06

PAIN_DEATH_07

PAIN_DEATH_08

PAIN_DEATH_09

PAIN_DEATH_10

animals_near#

The folder with the audio containers with the near-distance sounds for the animals.

horse_near_01.awc
The first entirely unused audio container with the near-distance sounds for the cut horse animal.

Filename

Audio

0x00C3BCA4

0x0A74D994

0x0AF7110A

0x0B055CF5

0x0EAAD871

0x1C46FF78

0x1D3F7F29

0x02FE5CE2

0x10BFB865

0x17B8066B

PAIN_DEATH_01

PAIN_DEATH_02

SNORT_01

SNORT_02

SNORT_03

SNORT_04

SNORT_05

horse_near_02.awc
The second completely unused audio container with the near-distance sounds for the cut horse animal.

Filename

Audio

0x00C3BCA4

0x0A74D994

0x0AF7110A

0x0B055CF5

0x0EAAD871

0x1C46FF78

0x1D3F7F29

0x02FE5CE2

0x10BFB865

0x17B8066B

PAIN_DEATH_01

PAIN_DEATH_02

SNORT_01

SNORT_02

SNORT_03

SNORT_04

SNORT_05

horse_near_03.awc
The third entirely unused audio container with the near-distance sounds for the cut horse animal.

Filename

Audio

0x00C3BCA4

0x0A74D994

0x0AF7110A

0x0B055CF5

0x0EAAD871

0x1C46FF78

0x1D3F7F29

0x02FE5CE2

0x10BFB865

0x17B8066B

PAIN_DEATH_01

PAIN_DEATH_02

SNORT_01

SNORT_02

SNORT_03

SNORT_04

SNORT_05

Horse Description Wanted#

These lines mentioning the cut horse animal in a variety of colors show that it was similar to the ones in Red Dead Redemption in the sense that it was ridable.

Filename

Audio

Transcript

0x0ACBBD8F

Riding a black horse.

0x0D808D20

Riding a white horse.

0x0E38C84F

On a brown horse.

0x1B3E289B

On a white horse.

0x1C5DE0B3

On a black horse.

0x1CCB2569

Riding a brown horse.

0x02C1BD67

On a dark-colored horse.

0x110B19FA

Riding a dark-colored horse.

0x191228F1

Riding a light-colored horse.

0x0840074D

On a light-colored horse.

Unused Weapons & Gear

Unused Weapon Wheel Icons#

Icons belonging to unused weapons from the PS3 and Xbox 360 versions have been improved to a higher quality in the next-gen versions, despite being cut weapons.

The Heavy Rifle was originally intended to be part of the initial weapon repertoire in Story Mode. This weapon would eventually debut in GTA Online with The Contract update and although it already had a weapon wheel icon they decided to create a new one.

Unused

Used in GTA Online

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Which ones are actually unused?

On the texture sheet for these icons even more unused icons can be found. The icon that is right now known to be unused along-side the ones mentioned above is the "up arrow" icon.

Location: update\update.rpf\x64\data\cdimages\scaleform_generic.rpf\hud.ytd

Unused POLICE Ballistic Shield#

There is an unused POLICE ballistic shield object, complete with 1 high and 1 low resolution texture, 1 high quality model and 1 low quality LOD model. It's unknown where exactly in the game this was planned to be used. Looking at the directories that these files can be found in, it might be related to some sort of mini-game.

Standalone Textures#

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_cs_ld_police2+hi.ytd

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_cs_ld_police2.ytd

Complete Object#

High Quality Model Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_ballistic_shield.ydr

Low Quality LOD Model Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_ballistic_shield_lod1.ydr

Unused POLICE Riot Shield#

There is an unused POLICE riot shield object, with two textures and one model. It's unknown where exactly in the game this was planned to be used. Looking at the directories that these files can be found in, it might be related to some sort of mini-game.

Standalone Textures#

Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_riot_shield+hidr.ytd
Location: x64c.rpf\levels\gta5\props\lev_des\v_minigame.rpf\prop_riot_shield.ydr

Unused Particles & Effects

Flare Particle#

Known as flare_artefactx2. This is a similar image to flare_artefact. The only difference is that the letter "2" was written on some of the blobs.

Location: x64a.rpf\textures\graphics.ytd

Foot Prints#

While most of these textures are used for various human foot prints and animal paw/hoof prints, the horse hoof print (top row, 4th from the right) went unused, as horses were cut from the game along with the Sharmoota Job.

GTAV-PC-fxdecal_footprints.png

fxdecal_footprints.png

GTAV-PC-fxdecal_footprints_n.png

fxdecal_footprints_n.png

Location: x64a.rpf\textures\fxdecal.ytd

Red Bokeh#

GTAV-bokeh_cross.png bokeh_circ.png bokeh_oct.png bokeh_hex.png
Some red-colored shapes without a transparent BG in graphics_pc.xtd, which seems to be test textures. In the same texture file is a circle, hexagon, and octagon.

Glass#

In common.rpf/data/glass, there are three high resolution images and three decal tests.

Unused NOOSE Officer Content

Annihilator: Unused Behaviour & Cut Story Mode Availability#

There is significant evidence to show that, during some point in development, the Annihilator vehicle was planned as one of the vehicles to be used during wanted levels, and possibly outside of wanted levels too.

Additionally, the unused Annihilator police scanner audio from the last-generation releases of Grand Theft Auto V strongly suggests that there were plans to have the vehicle be pilotable by the player in Story Mode at some point in development (as the police scanner audio is exclusive to Story Mode).

In the final game, however, the Annihilator isn't normally available outside of GTA Online, and does not spawn in Story Mode without game modifications.

Unused Wanted Levels Data#

There is the following section of unused Data for wanted levels, where the Annihilator vehicle is listed to be piloted by NOOSE officers:

        <Vehicle>
            <Name>POLICE_HELI_2</Name>
            <ConditionalVehicleSets>
                <Item>
                    <ZoneType>VEHICLE_RESPONSE_ARMY_BASE</ZoneType>
                </Item>
                <Item>
                    <VehicleModels>
                        <Vehicle>annihilator</Vehicle>
                    </VehicleModels>
                    <PedModels>
                        <Ped>S_M_Y_Swat_01</Ped> 
                    </PedModels>
                </Item>
            </ConditionalVehicleSets>
        </Vehicle>

Location: common.rpf\data\dispatch.meta

This data is not referenced anywhere else in the file. As far as air units are concerned, only the POLICE_HELI_1 data (which uses the Police Maverick vehicle) is referenced for WantedLevel3, WantedLevel4 and WantedLevel5, rendering the Annihilator's POLICE_HELI_2 data unused.

By modifying the game to reference the POLICE_HELI_2 data in wanted levels, functionality of the Annihilator pursuing the player can be restored. However, only the DispatchType of DT_PoliceHelicopter (which tells the game to make the helicopter only follow the player) works properly with the Annihilator. Attempting to assign the vehicle to the DispatchType of DT_SwatHelicopter (which tells the game to make the helicopter either follow the player, or hover in place and rappel NOOSE officers down by rope, or land and drop NOOSE officers off) can result in a game crash, indicating that the Annihilator isn't properly set up to handle the rappel or landing functionality used by the Police Maverick.

Unused Driver Data#

Because NOOSE officers are never seen piloting the Annihilator in any ambient scenarios either (such as patrolling or chasing other enemies, as sometimes seen with the Police Maverick outside of wanted levels), there is the following Annihilator data that also goes unused:

      <drivers>
        <Item>
          <driverName>S_M_Y_SWAT_01</driverName>
          <npcName />
        </Item>
      </drivers>

Location: common.rpf\data\levels\gta5\vehicles.meta

NOOSE Laser Sights Gun Data Leftovers#

In some pre-release screenshots of the Xbox 360/PlayStation 3 versions, some NOOSE officers were shown using laser sight attachments on their guns. However, in the final releases of Grand Theft Auto V on all platforms, laser sights are not available on any guns, as the attachment was cut.

Despite this, there is leftover data referencing laser sights for NOOSE officers' guns in the form of 2 data sections, LOADOUT_SWAT and LOADOUT_SWAT_NO_LASER. These 2 sections of data, aside from their different titles, contain the exact same weapon selections and associated data (albeit with the weapons listed in different orders), and don't contain laser sight attachment data or anything similar.

    <Item>
      <Name>LOADOUT_SWAT_NO_LASER</Name>
      <Items>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_UNARMED</WeaponName>
          <Ammo value="0" />
          <Flags />
          <ComponentNames />
        </Item>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_PISTOL</WeaponName>
          <Ammo value="100" />
          <Flags>InfiniteAmmo</Flags>
          <ComponentNames />
        </Item>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_CARBINERIFLE</WeaponName>
          <Ammo value="100" />
          <Flags>EquipThisWeapon InfiniteAmmo</Flags>
          <ComponentNames />
        </Item>
      </Items>
    </Item>
<Item>
      <Name>LOADOUT_SWAT</Name>
      <Items>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_PISTOL</WeaponName>
          <Ammo value="100" />
          <Flags>InfiniteAmmo</Flags>
          <ComponentNames />
        </Item>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_CARBINERIFLE</WeaponName>
          <Ammo value="100" />
          <Flags>EquipThisWeapon InfiniteAmmo</Flags>
          <ComponentNames />
        </Item>
        <Item type="CLoadOutWeapon">
          <WeaponName>WEAPON_UNARMED</WeaponName>
          <Ammo value="0" />
          <Flags />
          <ComponentNames />
        </Item>
      </Items>
    </Item>

Location: common.rpf\data\ai\loadouts.meta

In the final game, each spawned NOOSE officer uses one of the 2 data sections. There are no noticeable gameplay differences from different NOOSE officers using both data sections.

Development Left-Overs

builds.xml#

To do:
List more things worth noting.

Inside common.rpf\data there is a file called builds.xml, a changelog of the game's many builds throughout development, with the earliest dating back to April 20, 2009. Amongst other stuff, there are many references to the original Cops N Crooks-based multiplayer mode for the game. It also contains numerous internal Rockstar website URLs, mentioning an internal wiki with build revision histories. This file is missing in the international Xbox 360 release, but it's present in Disc 1 of the Japanese version, and it cannot be found at all in the later-generation releases.
Below will be listed entries that mention things worth noting.

Download builds.xml

File: GTAV-builds.zip (139 KB) (info)

As shown by this build entry, unused animations, and unused text, in "Complications" the player originally entered Michael's house by climbing the vines below the open window and this was still the case by March 3, 2012.


409394
Version 191.1
2012-03-02T08:47:33Z
CB_02-03-2012___09-30_Sam Notes – •Includes script/data dependencies. •Fixes for door and drug package prop collision issues. •Loading asserts cleared again. •Stability: General stability seems fine. Some PTs on missions though. •If you have Rag issues, check here first: ohttps://devstar.rockstargames.com/wiki/index.php/Rag Build Info – •Added to Bugstar as Version 191.1 •Data, script & code (game & rage) labelled as: GTA5_[ALL]_version_191.1 •Code: GameCL#2423512; RageCL#2423510 oPlus 2423604, 2423680, 2423697, 2423837, 2424138, 2424287, 2425700 •Base ScriptCL# 2423576 •Base DataCL# 2423540 oPlus maps re-grabbed at 14:30. •Audio CL# unknown (previous was 2411164) Known Issues – •408733 - [pt] Players cannot climb the vines on the side of Michael's house •407460 - [PT] During 'Coke Grab' objective drugs packages are invisible •408123 - [PT] Assert AnimatedModelEntity.cpp(1526): [cutscene] Deleting a cutscene created entity that was registered with CU_CREATE_AND_ANIMATE_NEW_SCRIPT_ENTITY use GET_ENTITY_INDEX_OF_REGISTERED_ENTITY to make sure it is pickup up by the script •MP syncing bugs – 241990, 285666, 285748, 288845, 303828, 303889, 314369, 314458, 317463, 350090, 384133, •309829 - Hold up tutorial ends as the player approaches the designated store. 
1568

This entry requesting script fixes shows that by July 5, 2012 the game still had the cut missions "Harrier" (SOL4) "The Sharmoota Job"/"Nice House Heist" (here being mentioned its Night Stealth approach, NH2a).


570585
236.2
2012-07-05T08:33:31Z
Playthrough Build - v236.1 plus selected fixes Script: •Michael1 •Solomon4 •Fix for 525906 - docks_setup •Trevor2 •agency_heist1 •agency_heist2A •for B*567602 - nice_house_heist2A •Chinese1 •Family1 •rural_bank_heist •finale_heist2A •finale_heist2B •agency_heist3B •Exile1 – fix for PT issue swapping to Trevor •Exile3 – compensate for slower dinghy speed in latest •Franklin0 – fix button conflict caused by new weapon wheel •FBI2 – general fixes tidying up the script Data: •Carrec - fixes for the Big Score 2A and 2B shootouts, as well as a fix to help streaming at the start of Big Score 2A. Code: •Fix for crash - 570080 •[P4] #2745349 - Added an additional tag for telemetry for separating automated tests from normal runs., , Also added -automatedtest to assist with tagging the telemetry as being automated Additional notes: •Version added to Bugstar as 236.2 •Data, script & code (game & rage) labelled as: GTA5_[ALL]_version_236.2 
1568

missions.xml#

To do:
List the rest of the missions that got or changed.

Only present in this console generation's releases, on common.rpf\data (Disc 1 on Xbox 360) is missions.xml. A file that contains developer notes with information of most, if not all, the missions and activities in the game. Amongst the details included are mission IDs, script names, and percentages indicating how complete these missions were at the time of editing.
Below will be a list of note-worthy details, note how the file is a bit different between both PS3 and X360 versions.

Download missions.xml

File: GTAV-missions.xml-PS3.rar (54 KB) (info)

Download missions.xml

File: GTAV-missions.xml-X360.rar (54 KB) (info)

The entry for "Cleaning out the Bureau". Originally, the janitor was killed instead of being talked by Michael into giving up his gear, the reason for it having been like that seems to be explained by unused audio showing that Steve Haines and Dave Norton accompanied Michael and Lester.


9202
The Agency Heist 1 - Setup - Follow Janitor
Follow the janitor from his work to his apartment. Kill him at his home and steal his uniform. Heists -> Agency Heist -> Agency Heist 1 
agency_heist1.sc


AH1
false
false
60
PD
0.0
0.0
0.0
0
false
false

The entry for a cut alternate approach of "Architect's Plans", which involved blackmailing the architect with a photo of him and a male lover of his.


9205
VOID The Agency Heist 2B - Setup - Blackmail Architect
Take a photo of architect and his gay lover. Use photo as blackmail for building plans. Heists -> The Agency Heist ->The Agency Heist 2B
agency_heist2b.sc


AH2b
false
false
60
PD
0.0
0.0
0.0
0
true
false

An entry for another cut alternate approach in "Architect's Plans", this one being about taking advantage of the architect getting mugged.


9206
VOID The Agency Heist 2C - Setup - Intervene in Mugging
The architect is being mugged. Intervene and take briefcase with building plans. Heists -> The Agency Heist ->The Agency Heist 2C
agency_heist2c.sc


AH2c
false
false
60
PD
0.0
0.0
0.0
0
true
false

The entry for "Monkey Business". It mentions Franklin being who originally piloted the Cargobob instead of Trevor.


9212
FIB 5 - Monkey Business
Break into lab via underwater pipe, steal chemicals and hold off security until Franklin arrives. 
FBI5A.sc

Missions -> FIB Strand -> FIB 5A Monkey Business
FIB5
false
false
70
LK
0.0
0.0
0.0
0
false
false

The entry for a cut part of the mission "Monkey Business". Unlike the final game, where the characters escape from the laboratory with no problem, here a chase through Los Santos happened and parachuting happened after delivering the container. Multiple assets meant for this removed part can also be found.


9213
VOID FIB 5B - Monkey Business
Helicopter chase through city, fending off pursuers. Transfer container and parachute to safety.
FBI5B.sc

Missions -> FIB Strand -> FIB 5B Monkey Business
FIB5B
false
false
50
RoB
0.0
0.0
0.0
0
true
false

The entry for "Repossession" seems to indicate the Marabunta Grande might have had the role of the Vagos in this mission, seeing as it mentions El Salvadorian gangsters while the Vagos are Mexican.


9250
Armenian 2 - Repossession
Collect a bike from El Salvadorian gangsters. Franklin's buddy kicks off and it results in a shootout. 
armenian2.sc

Missions -> Armenian Strand -> Armenian2 Repossession. On another repo job, Franklin and his buddy go to collect a bike from some El Salvadorian gangsters. Franklins buddy kicks off and there is a shootout. Franklin chases the bike and ramraids the rider to stop him escaping. 
ARM2
false
false
50
KB
0.0
0.0
0.0
0
false
false

The entry for a cut mission of the Car Steal strand. Brucie, the GTA IV-originated character who is only seen in picture and voice form in this game, was going to make a physical appearance and his car was stolen thanks to Franklin and Trevor after Brucie is fooled with a girl from the internet. The removal of this mission resulted in several plot holes in the final game.


9252
VOID Car Steal 1 - Social Networking
Franklin tricks Brucie to steal car. Stinger Missions -> Car Steal Strand -> Car Steal 1 Social Networking
.sc

Franklin gets a photo of a hot girl and set up a Facebook account for her. He chats up Brucie and arranges to meet so he can steal his car - Stinger. Pay a call girl to go out with Brucie and drop her off at the meet point. Follow Brucie and the girl. While Trevor bursts in on them and takes incriminating photos to put on facebook, Franklin steals Brucies car.
CARV
false
false
50
PD
0.0
0.0
0.0
0
true
false

The entry for "I Fought the Law...". First, it mentions Franklin meeting the car owners at a garage outside Los Santos instead of a gas station in the countryside as it is in-game. And second, it mentions someone being pushed off the Cassidy Creek Bridge, a plot point that technically did make to the final game (just not in the mission itself).


9256
Car Steal 1 - I fought the law...
Race targets and pose as the police to steal their cars EntityXF and Cheetah. Missions -> Car Steal Strand -> Car Steal 3 I fought the law..
carsteal1.sc

Franklin meets the targets at a garage outside the city and challenges them to a race. Trevor and Michael are waiting on the route with police bikes. Tail the target and pull him over then push him off a bridge and steal their cars - EntityXF and Cheetah.
CAR1
false
false
75
AL
0.0
0.0
0.0
0
false
false

blah@.xml#

A file found in common.rpf\data\anim (Disc 1 on the X360 version), it contains a bunch of seemingly random letters. This file is exclusive to the first gen console releases.

bdgdb dfbd

Partially Unseen Textures

Martin's Mistress Calling Martin#

To do:
More of these can be found in fam3_all_ncallingmartin.ytd

This texture is shown during the cutscene where Michael and Franklin confront the Tennis coach in Marriage Counseling. This texture is only on screen during the cutscene for 11 frames when playing at 30 fps. During the cutscene the text is unreadable and the icons are very hard to see. Also a portion of the bottom isn't visible in-game.

The texture when seen in-game

The raw texture

Location: x64b.rpf\data\cdimages\scaleform_generic.rpf\cellphone_cutscene.ytd

Empty Text Files

The game's text files are present in:

  • PS3_GAME\USRDIR\ps3.rpf\data\lang (PS3)
  • xbox360a.rpf\data\lang (X360, Disc 1) and xbox360a.rpf\data\lang (X360, Disc 2)
  • lang folders found in almost every .rpf file (PC)

Name

Info

afterm.gxt2

bioset2.gxt2

The game's leaked source code shows that "Monkey Business" was referred as "biolab" during development and there were setup missions leading up to it, so this may have been related to that if the name is any indication.

board1.gxt2

board0.gxt2 is used, its tutorial text strings appear in the planning board section of "Casing the Jewel Store", which indicates that this and the rest of the following completely empty 'board' files were also related to planning boards.

board2.gxt2

The second entirely unused empty text file related to planning boards.

board3.gxt2

The third completely unused empty text file related to planning boards.

board4.gxt2

The fourth entirely unused empty text file related to planning boards.

board5.gxt2

The fifth completely unused empty text file related to planning boards.

board6.gxt2

The sixth entirely unused empty text file related to planning boards.

bpress.gxt2

brokedn.gxt2

Its name seems to have the word "broke" in it. Purpose is unknown.

squat.gxt2

swtut.gxt2

Its purpose is unknown, but the "tut" abbreviation may refer to the word 'tutorial'.

tmsg.gxt2

pprot.gxt2

Developer Comments

Error Codes#

x64\data\errorcodes contains a bunch of text files that contain error codes for multiple languages. These files are apart of the "RageErrorCodeManager". This text is never seen in-game. Interestingly enough, this developer comment is different on the Enhanced version.

This text pretty clearly exists to try and deter people from editing these files as these files are pretty easy to find and edit due to them being .txt files.

{ generated file - do not edit }

Internal File Name Discrepancies

Different Radio Station Names#

Most radio packages have names generally referring to a genre of music. Two packages have different names, likely referring to the fact the radio station names underwent changes throughout development.

Internal File Names

Final In-game Names

Radio_15_MOWTOWN.rpf

The Lowdown 91.1

Radio_16_SILVERLAKE.rpf

Radio Mirror Park

Police Scanner Grand Theft Auto IV References#

There are 2 police scanner speech files curiously titled 01_0_gtaiv_legacy_support.awc and 01_0_gtaiv_legacy_support_small.awc, implying that these files had something to do with Rockstar Games transitioning development from Grand Theft Auto IV to Grand Theft Auto V.

The audio in these files is of the police scanner speech used in Grand Theft Auto V.

Location: x64\audio\sfx\POLICE_SCANNER.rpf

References

References#


  1. https://store.steampowered.com/app/271590/Grand_Theft_Auto_V_Legacy/↩︎
  2. Box cover. Example: https://www.ebay.com/itm/357958724696/↩︎